// Copyright (C) 2002-2006 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_ANIMATED_MESH_H_INCLUDED__
#define __I_ANIMATED_MESH_H_INCLUDED__

#include "IUnknown.h"
#include "IMesh.h"
#include "matrix4.h"

namespace irr
{
namespace scene
{
	enum E_ANIMATED_MESH_TYPE
	{
		//! Unknown animated mesh type.
		EAMT_UNKNOWN = 0,

		//! Quake 2 MD2 model file
		EAMT_MD2, 

		//! Milkshape 3d skeletal animation file
		EAMT_MS3D,

		//! Maya .obj not animated model
		EAMT_OBJ,

		//! Quake 3 .bsp Map, not animated
		EAMT_BSP,

		//! 3D Studio .3ds file
		EAMT_3DS,

		//! Microsoft Direct3D .x-file. Can contain static and skeletal animated 
		//! skinned meshes. This is the standard and best supported 
		//! format of the Irrlicht Engine.
		EAMT_X,

		//! My3D Mesh, the file format by Zhuck Dimitry
		EAMT_MY3D,

		//! Pulsar LMTools (.lmts) file. The Irrlicht loader for this was written by
		//! Jonas Petersen
		EAMT_LMTS,

		//! Cartography Shop .csm file. The loader for this was created by Saurav Mohapatra.
		EAMT_CSM,

		//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
		//! The oct file format contains 3D geometry and lightmaps and can 
		//! be loaded directly by Irrlicht
		EAMTS_OCT,

		//! Blitz Basic .b3d file, the file format by Mark Sibly
		EAMTS_B3D
	};

	//! Interface for an animated mesh.
	/** There are already simple implementations of this interface available so 
	you don't have to implement this interface on your own if you need to:
	You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh, 
	irr::scene::SMeshBuffer etc. */
	class IAnimatedMesh : public virtual IUnknown
	{
	public:

		//! destructor
		virtual ~IAnimatedMesh() {};

		//! Gets the frame count of the animated mesh.
		/** \return Returns the amount of frames. If the amount is 1, it is a
		static, non animated mesh. */
		virtual s32 getFrameCount() = 0;

		//! Returns the IMesh interface for a frame.
		/** \param frame: Frame number as zero based index. The maximum frame number is
		getFrameCount() - 1;
		\param detailLevel: Level of detail. 0 is the lowest,
		255 the highest level of detail. Most meshes will ignore the detail level.
		\param startFrameLoop: Because some animated meshes (.MD2) are blended between 2
		static frames, and maybe animated in a loop, the startFrameLoop and the endFrameLoop
		have to be defined, to prevent the animation to be blended between frames which are
		outside of this loop. 
		If startFrameLoop and endFrameLoop are both -1, they are ignored.
		\param endFrameLoop: see startFrameLoop.
		\return Returns the animated mesh based on a detail level.  */
		virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;

		//! Returns an axis aligned bounding box of the mesh.
		/** \return A bounding box of this mesh is returned. */
		virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;

		//! Returns the type of the animated mesh.
		/** In most cases it is not neccessary to use this method.
		This is useful for making a save downcast, for example
		if getMeshType() returns EAMT_MD2, its save to cast the
		IAnimatedMesh to IAnimatedMeshMD2.
		\returns Type of the mesh. */
		virtual E_ANIMATED_MESH_TYPE getMeshType() const
		{
			return EAMT_UNKNOWN;
		}
	};

} // end namespace scene
} // end namespace irr

#endif

